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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97a] Star Wars 2020 v1.0.4a  (Read 170659 times)

BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.4.1
« Reply #30 on: February 04, 2021, 06:47:27 PM »

Not sure if you're going to add any more ships (or if one of these is already in, but I missed them), but I might have a few ideas for you to use for the Empire.

Vigil, Assertor and Lancer are already added. However, due to some codding issues, they are not often seen at the markets. It's fixed on the next update which hopefully, will be released in this weekend.

For Tartan and Carrack, I will try if they can be resized to correct size without huge image quality lost, as they are quite small in size in lore.
I have thought about adding boat sized fighter to the Empire as a counter part to Rebel's Xg-1 Starwing. First came in mind was missile boat, but why not add Skipray Blastboat too for both faction ;D
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Oxer555

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Re: [0.9.1a] Star Wars 2020 v0.5.0
« Reply #31 on: February 08, 2021, 07:07:52 AM »

Great mod but I noticed some balancing issues I would like to talk about .

First with imperial bulk carriers compared to other carrier condor which has only 2 fighter bays and costs 10 points to deploy a bulk carrier has 5 fighter bays with only 15 points necessary for deployment.I think the number of fighter bays should be limited to four to keep it balanced.

The same thing can be said wnen comparing heron which has 3 fighter bays and a targeting feed ability to ton falk class escort carrier which has 4 fighter bays with the same ability and costs only 20 points to deploy making it a better heron.

Also when it comes to ships that are not dedicated carriers the amount of fighter bays should be limited to only 2 so the amount of fighters is not that overwhelming when you decide to play as other faction than empire or rebublic. 

Second victory class star destroyer(with only dedicated targeting core as an additional hullmod) is capable of destroying 1v1 any battleship and battlecruiser (with dedicated targeting core hullmod) that has 40 deployement points from the base game without losing health or even flux and it only has 25 deployment cost which is comparable to dominator which victory melts in less than a minute without additional hullmods and fighters.

To see why this happens I created 5 test paragons each one with diffrent weapons(they had the same amount of capacitors and vents and all of them had advanced turret gyros) and put them against a standard onslaught battleship(the battles were happening in 2x speed up).

First paragon had only weapons from the base game on 2 front large energy slots i put 2 autopulse lasers in the other 2 large energy slots i put 2 tachyon lances, the medium slots were filled with pulse lasers and the 2 universal slots with heavy needlers, all small slots were filled with pd lasers for missle protection(overall i had 64 points to spend left).
This paragon was able to destroy an onslaught in 41 seconds but the flux was always above 50% and it lost a bit of health.

Second paragon also had only weapons from base game but the large and medium slots were filled with pulse lasers(the only energy weapon for medium slots that was similar to turbolasers from the modpack) and small slots with pd lasers(overall i had 124 points to spend left). This one was not able to kill an onslaught.

The third had normal double turbolaser on all large and medium slots and all small one filled with laser cannons(overall i had 115 points to spend left). It killed an onslaught in 3 minutes and 11 seconds but the flux never reached 25%

The fourth one was similar but had quad turbolasers instead (overall i had 115 points to spend left). It killed an onslaught in 1 minute and 41 sec but the flux never reached 25%.

The last one had heavy tri turbo lasers(overall i had 65 points to spend left almost the same amount as the first paragon). It killed an onslaught in only 26 seconds and the flux never reached 25%.

What that comparison shows is that all medium energy weapons from the modpack use way too little flux while having way too much range(heavy tri turbolaser deals 300 dmg/s uses only 75 flux/s while having 1100 range meanwhile pulse laser deals 300 dmg/s uses 330 flux/s and has only 600 range while it costs only 5 less points to use then heavy tri turbolaser)

Overall all turbolasers really need to have a bit less range(for example reducing all turbolasers range by 100) and use more flux when fired for example heavy tri turbolasers should need to use similar amount of flux as pulse laser or even more while still having the similar range(example 330flux/s up to even 400flux/s while having 1000 range).

There is also an issue with the shields being hard to breakthrough by other ships from the base game but maybe if turbolasers start to use more flux the problem may dissapear.
« Last Edit: February 08, 2021, 01:59:27 PM by Oxer555 »
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.5.0
« Reply #32 on: February 08, 2021, 06:25:27 PM »

First with imperial bulk carriers compared to other carrier condor which has only 2 fighter bays and costs 10 points to deploy a bulk carrier has 5 fighter bays with only 15 points necessary for deployment.I think the number of fighter bays should be limited to four to keep it balanced.

Second victory class star destroyer(with only dedicated targeting core as an additional hullmod) is capable of destroying 1v1 any battleship and battlecruiser (with dedicated targeting core hullmod) that has 40 deployement points from the base game without losing health or even flux and it only has 25 deployment cost which is comparable to dominator which victory melts in less than a minute without additional hullmods and fighters.

Well written comment, thank you very much! I assume the bulk carrier you said is Quasar class right? Yes, I meant to keep the bays to 4 when I create it, but some how it become 5 when it use reserve deployment shipsystem, I thought it meant to works that way. I will change it back to 4. And also increase the fleet point costs of carriers. BTW, it is recommended to use one support fighter wing for carrier which reduce the number of offensive fighters and get the benefit from the special ability of support fighters.

After the weapons rework, there're certainly balance issues. I will reduce the damage and range, increase the flux costs. Hope it will helps.
« Last Edit: February 08, 2021, 06:30:23 PM by BeyondTheHorizon »
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Derfling

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Re: [0.9.1a] Star Wars 2020 v0.5.1
« Reply #33 on: February 08, 2021, 08:47:38 PM »

I have a crash on boot.

Fatal: Error compiling data [data.shipsystems.scripts.DeflactorShieldStats]
Cause: File 'data/shipsystems/scripts/DeflectorShieldStats.jace', Line 35, Column 31: imported class 'org.lazywizard.lazylib.combat.CombatUtils'
could not be loaded
Check Starsector.log for more info.

I have the log file but its too big to attach.
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Derfling

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Re: [0.9.1a] Star Wars 2020 v0.5.1
« Reply #34 on: February 08, 2021, 08:50:32 PM »

I downloaded lazylib and loaded that mod along with this one and it works.
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.5.1
« Reply #35 on: February 08, 2021, 08:51:51 PM »

I have a crash on boot.

Fatal: Error compiling data [data.shipsystems.scripts.DeflactorShieldStats]
Cause: File 'data/shipsystems/scripts/DeflectorShieldStats.jace', Line 35, Column 31: imported class 'org.lazywizard.lazylib.combat.CombatUtils'
could not be loaded
Check Starsector.log for more info.
Did you install LazyLib?
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.5.1
« Reply #36 on: February 08, 2021, 08:52:39 PM »

I downloaded lazylib and loaded that mod along with this one and it works.
Good, Have fun!
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Derfling

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Re: [0.9.1a] Star Wars 2020 v0.5.1 - cant land at moncal shipyards
« Reply #37 on: February 10, 2021, 02:40:34 AM »

Strange bug - I can land at mon cala, I just cannot land at the mom cala shipyards... if I try I get a CTD
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.5.1 - cant land at moncal shipyards
« Reply #38 on: February 10, 2021, 07:09:38 PM »

Strange bug - I can land at mon cala, I just cannot land at the mom cala shipyards... if I try I get a CTD
Well, that's strange, I just checked and it works fine for me. What mod version did you use and is it an old save that you use with a newer mod version?

I did add some stuff to mon cala shipyards a but I don't think it will change anything to an old save. :-\
« Last Edit: February 10, 2021, 07:18:24 PM by BeyondTheHorizon »
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Derfling

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Re: [0.9.1a] Star Wars 2020 v0.5.1 - cant land at moncal shipyards
« Reply #39 on: February 11, 2021, 08:20:53 PM »

Strange bug - I can land at mon cala, I just cannot land at the mom cala shipyards... if I try I get a CTD
Well, that's strange, I just checked and it works fine for me. What mod version did you use and is it an old save that you use with a newer mod version?

I did add some stuff to mon cala shipyards a but I don't think it will change anything to an old save. :-\

Strange, its working now and I havent changed anything... which suggests its either an item of stock or a ship causing the bug out?... dont know but it seems to be working now.

One thing - on shields, why are the SW ships using deflectors rather than standard shields? Do the shield skills of officers work on deflectors? the addons in the ship build area wont let you add - for instance - Stabilised Shields - it says "ship has no shields". Given it doesnt allow that, does that mean the officer skills for say "defensive systems" also dont change anything?
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.5.1 - cant land at moncal shipyards
« Reply #40 on: February 12, 2021, 06:14:05 PM »

Strange, its working now and I havent changed anything... which suggests its either an item of stock or a ship causing the bug out?... dont know but it seems to be working now.
It's difficult to determine the cause for now due to lack of info, if you encounter this bug next time, maybe you can copy the log.

One thing - on shields, why are the SW ships using deflectors rather than standard shields? Do the shield skills of officers work on deflectors? the addons in the ship build area wont let you add - for instance - Stabilized Shields - it says "ship has no shields". Given it doesnt allow that, does that mean the officer skills for say "defensive systems" also dont change anything?
I think deflectors are more suitable for Star Wars ships, especially for the large ship, standard shield will have a large radius of empty space covered by shield. As the hullmods like stabilized shields are hard coded, I can't get them to work with deflectors but you can use the "deflector shield" hullmod added by this mod. The character skill effects like defensive systems do affect deflectors as the flux stack calculation formula of my code does take those stats in account. Hard flux dissipation from level 3 defensive systems also works on deflectors.
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Derfling

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Re: [0.9.1a] Star Wars 2020 v0.5.1 - cant land at moncal shipyards
« Reply #41 on: February 14, 2021, 12:52:14 PM »

Strange, its working now and I havent changed anything... which suggests its either an item of stock or a ship causing the bug out?... dont know but it seems to be working now.
It's difficult to determine the cause for now due to lack of info, if you encounter this bug next time, maybe you can copy the log.

957988 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.DegradedEngines.applyEffectsBeforeShipCreation(DegradedEngines.java:37)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.RepairTracker.setMothballed(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShip(BaseSubmarketPlugin.java:501)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShips(BaseSubmarketPlugin.java:479)
   at com.fs.starfarer.api.impl.campaign.submarkets.OpenMarketPlugin.updateCargoPrePl ayerInteraction(OpenMarketPlugin.java:54)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.o00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.o00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.super.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
958029 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_hegemony_market_01_neutral_var01.ogg]
958029 [Thread-10] INFO  sound.null  - Playing music with id [faction_hegemony_market_01_neutral_var01.ogg]
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Derfling

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Re: [0.9.1a] Star Wars 2020 v0.5.2
« Reply #42 on: February 14, 2021, 12:52:40 PM »

there you go, happened again - Mon Cala this time, not the shipyard... still a rebel base though
« Last Edit: February 14, 2021, 12:58:39 PM by Derfling »
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Retry

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Re: [0.9.1a] Star Wars 2020 v0.5.2
« Reply #43 on: February 14, 2021, 04:24:27 PM »

What's your full modlist?
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.5.2
« Reply #44 on: February 16, 2021, 06:19:37 AM »

there you go, happened again - Mon Cala this time, not the shipyard... still a rebel base though
Maybe ship related, I will check the rebel ships and see if there's something wrong.

Edit:
Oh, the hullsize of Assault Frigate MK.I is accidentally set to fighter, seem like it's the cause of bug. The download file is updated to the fixed version now.
« Last Edit: February 16, 2021, 07:35:14 PM by BeyondTheHorizon »
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